The Donfather bites his right hand, drawing blood as an intimidating, yet well-dressed man appears from wherever is most cinematically intimidating.
Increase your sacrificial Injury's Severity by 1 and spend an Action.
Summon the one and only Sapient Right Hand Man at your location. They last until they are destroyed They are controlled by you. You may have at most one minion active at a time.
If killed, you cannot re-summon your minion until after your next Contract.
Possession of this Power grants the following Battle Scar: Tiny Hands - You got tiny little rat hands. (You suffer a -2 Dice penalty when using your hands to use an item too big to handle).
Possession of this Power grants the following Trauma at all times: My Boys! - You care very deeply about your boys. (Whnever one of your boys would be killed, make a Self-Control roll not to act out in grief.).
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
While wearing his sport fut the Trainer will progress to do his workout routine and magicly everyone will get pushed away he push and get pulled back when he pulls
Exert your Mind and spend an Action. Select a Object or Animate target up to 40 feet away. You must actively and obviously use need to be in Sport gear to activate this Effect.
Targets are pushed back until they are 40 feet away.
This Effect cannot move anything heavier than 500 pounds.
Affected targets may use a Reaction and roll Dexterity or Brawn + Athletics to hold on to a nearby anchor, if available. A complete success increases their effective weight by whatever they hold onto.
Pushing a target straight upward requires you to be directly beneath them and halves the range. GM’s may ask for a Dexterity + Athletics roll when repositioning yourself around a target to get a desired angle. They may React to reposition or anchor themselves as normal.
You may select up to 3 targets each time you activate this Effect.
You may maintain Concentration after the initial activation of this Effect to continue the push on the target. Lasts up to one minute.
Targets that move and collide with a solid surface take 5 Damage.
Possession of this Power grants the following Battle Scar: Weak Stomach.
Possession of this Power grants the following Trauma at all times: Food disorder.
Flakes of wood surround Dorris as they attach to him, healing his body.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every day. Any Injuries you receive while this Effect is active automatically count as a successful Proper Stabilization and do not deteriorate further. Any Battle Scars caused by such an Injury will heal with the Injury.
You may choose to heal any Battle Scar on yourself that is not caused by an Injury. Recovery takes one day, and the Battle Scar affects you fully until that time.
Neil has honed his understanding of living anatomy, and has reached a point where he can quickly and neatly extract the pieces he desires from a corpse, all to serve his own ends...
You gain the following benefits at all times.
All Stabilizations you attempt are considered Proper Stabilizations.
You also gain the following effects:
Taekkyon utilizes a wide variety of techniques including kicks, hands, knee, elbow strikes, pressure point attacks, throws, joint locks, headbutt and grapples. The whole body is used in each movement. Although Taekkyon primarily utilizes kicking, punching, and arm strikes thrown from a mobile stance and does not provide a framework for groundfighting, it does incorporate a variety of different throws, takedowns, and grappling techniques to complement its striking focus. The main purpose of Taekkyon is to catch the opponent off-timing by using the whole weight of the body and catching the opponent's attack off-balance before returning it against him.
You gain the following benefits as long as you are engaged in unarmed combat.
Your unarmed attacks deal +2 Bonus Damage (instead of -2). The target's Armor is fully effective against this damage.
You also gain the following effects:
Joints slide back smoothly. Shoulder bones snap upwards, outwards, and slide back in - laterally to the spine.
Your mouth's skin tightens, slackens, reveals a toothy maw - fits itself to a cervīnus snout.
Fall to all fours, become the King of the Orpik.
Exert your Mind and spend an Action.
You transform into an Elk for two hours or until you choose to end the Effect. You cannot transform into a flying creature. See the Extended System text for stats.
While transformed, you cannot use any equipment (including Artifacts and Consumables), and you cannot use your Active, Direct, or Trap Powers. However, you can use your Passive Powers. Any equipment you are wearing transforms with you.
Injuries and Wound Level are carried over between forms. However, transforming can never kill you; you merely remain Incapacitated until your Injuries are sufficiently healed.
While transformed, you are obviously unusual, unnatural, or alien, and the average person will take a special interest in you.
Even in human form, the werewolf retains their incredible sense of smell. This helps them track their prey and learn where people and things have been.
You gain the following benefits at all times.
Your senses are enhanced in the following way.
The mystic can meld their aura with another, allowing them to superimpose their being, physical and mental, into a target. Observers witness the mystic fading and entering their target's body as wisps of smoke, leaving no trace of their own body behind.
While inside, they can control their target's actions. Affected targets have no memory of the experience.
Increase your sacrificial Injury's Severity by 1 and spend an Action. Select a Living or Sapient target within arm's reach. Roll Intellect + Occult at Difficulty 6. The target may resist by rolling Mind at Difficulty 6.
If you succeed, you possess your target for the Contested Outcome in minutes. The target has no control over their body or actions, and they are functionally unconscious through the entire possession, retaining no memory other than any Traumas they might obtain.
You do not leave your original body behind when you possess a target. When a possession ends, your original body will reappear at the host body’s same location. You may spend an Action to end the possession early.
Stats: During the possession, you use the host body’s Body rating, but your own Mind rating. Any rolls you make use the host body’s Brawn, Dexterity, and Perception but your own Charisma, Intellect, and Abilities. You gain the effects of any physical Assets and Liabilities they have. You cannot read the target’s mind or memories.
Gifts: You have access to and can use any of your own Powers which are intrinsic to your biology or physical body. You cannot access any Powers or other supernatural effects which the target has, unless they are intrinsic to the target’s biology or physical body.
Death: If the host body is killed or destroyed while you are still possessing it, you will die along with it.
Eviction: If you attempt to force your host to take actions which would violate one of their Limits or their instinct for self-preservation, they may resist by rolling Mind. If their Outcome is higher than or equal to the contested Outcome, the possession ends and you are evicted from their body.
If you do not have a sacrificial Injury when you activate this Effect, take a new Severity-1 Injury.
The Blademaster is so attuned to blades that they may manipulate any bladed object at a range simply by willing it. Observers see translucent spider-silk connecting the Blademaster's fingers to the blade, allowing them to puppet it.
You gain the following benefits as long as the target object has a cutting edge.
As long as you maintain Concentration, you can take Actions and interact with things that are within 75 feet without needing to physically touch them or be near them. Any rolls made for Actions taken in this way use a Mental Strength of 2 in place of your Brawn rating, a Mental Agility of 2 in place of your Dexterity, and otherwise use your own Attributes and Abilities.
Telekinetic actions have the following restrictions and behaviors:
Once the werewolf tastes the blood of their prey, there's no escape. Those injured by the beast's claws and teeth are marked with its saliva. Their wounds smell strongly of blood, and it's only a matter of time before the werewolf returns with a vengeance to finish the kill.
This Effect activates whenever a target you have injured with your teeth or claws escapes the range of your unarmed attacks. It does not require an Action or Exertion. Select a target within arm's reach. Your target should be intuitively based on the triggering event. This Effect cannot be used unless the target is alive and bleeds.
Your target is marked with a throbbing wound that smells strongly of blood. The mark can only be discovered with a deep medical inspection or Effect. Removal inflicts a Severity 1 Injury on the target.
You are aware of the marked target's direction and distance from you. This lasts for the next month, or until either the mark is removed, or you choose to end the Effect. You can have up to 1 mark active.
You receive +2 dice to any rolls made against a marked target.
The aquamancer spends a minute soaking their wounds in at least a gallon of water. During this time, the injured area is obviously absorbing the liquid, and the flesh visibly knits back together.
Exert your Mind and spend 1 minute. You must use up at least a gallon of water in order to activate this Effect. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Survival at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.